[CF List] levels & exp
Andreas Vogl
andi.vogl at gmx.net
Thu Mar 28 16:03:33 CST 2002
in reply to Scott W.:
>
>
>
>I don't agree here. Multiple experience models would cause way too
>
>much chaos. The experience model must be hardcoded
>
>and identical on all servers. Maps have to be designed after that
>
>*one* experience model. Players should also be able to get used
>
>to one model.
>
>
Why does map design care about exp model?
Maps *contain* experience.
So how much exp should I add on my new "Great Dragon of Chaos"?
1 million or 20 million? - Depends on how much the experience is
worth in the model of course.
If a level 100 player gains 3 levels for killing it, that was too
much. But if a level 60 player gains only 1 level that might be okay.
>
[...] The exp model would only seem to enter a map
>
design if the map design expects a player to be gaining levels at
>
particular points during the map. [...]
That is of minor importance. Generally maps shouldn't contain
sudden severe changes of difficulty. Most maps follow that rule.
Andreas
More information about the crossfire
mailing list